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LordHavoc

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Everything posted by LordHavoc

  1. LordHavoc

    List of mods

    Can you add the hiring pool mod to the list. https://www.avorion.net/forum/index.php/topic,1241.0.html Done.
  2. LordHavoc

    Hiring Pool Scaling

    Gonna ask for this to be added to the mod list thread
  3. Something in the mod is breaking world generation. Everytime I create a new world, it's putting me at coords 0,0 (the centre of the galaxy) I can't do a clean playthrough with this Hold that thought...it could be something i'm doing. Testing now Update: Yep it was me WARNING - be careful when editing turretgenerator.lua - it appears to have a retroactive effect on existing turrets. The changes I made above, tried to adjust the drones starter turrets. Then it must have thrown a wobbly and generated me in the centre. It is indeed odd that it only manifests on world generation. I'm gonna leave it alone for a while till I get more used to coding in lua
  4. To help answer the weapon scaling. Although I've not tested [weaponTech], I have tested [weaponDPS] When I adjusted the value of generated salvagers/miners to have X4 dps, the turrets were big! And this also adjusted the amount of crew needed to use them In turretgenerator.lua if weaponType == WeaponType.MiningLaser then dps = miningDPS * 4 --added to existing code here tech = miningTech if weaponType == WeaponType.SalvagingLaser then --added this to affect salvagers only dps = dps * 4 tech = weaponTech elseif weaponType == WeaponType.ForceGun then dps = rand:getFloat(800, 1200); -- force tech = weaponTech else dps = weaponDPS tech = weaponTech end
  5. I still think it's the sexiest looking ship in sci-fi
  6. This is as complete as i'm gonna get it. This has been a very tough road to get this far. The stats are very reasonable Cost is just shy of 25000 Trinium for the full thing I'll have a look at what service other people are using to host their xml files. Pastebin isn't going to cut it for this 1.8meg xml Even with block merging, still got 6000+ blocks. (When I was putting it together i hit over 20k blocks at one point :D)
  7. Here's the raw XML for my creations. Just copy and paste the full lot into a blank xml file (paste into notepad and save-as .xml) Pop the file into %appdata%\avorion\ships and away you go. Homer Asgard O'Neil Class Cruiser Edit: I'm going to have trouble uploading the WhiteStar, freebie pastebin has a 512 byte limit and the White Star is already over a meg; and it's not finished yet either. I'll do a two-parter, but it might spill into 3 White Star 1 of 3 White Star 2 of 3 White Star 3 of 3
  8. Before I make these available; do you want me to hollow them out; leaving just the hull so you can customize the componants yourselves?
  9. Be sure to keep checking back. I'm editing the original post with progress updates.
  10. It's about time I put my creations into a single thread. I'm working on a new project WhiteStar progress WhiteStar progress 2 It's starting to take shape. This is one of the most challenging builds I've done yet. I think it's going to take multiple days work WhiteStar progress 3 Got the fins on now :) That was tricky WhiteStar progress 4 Its taking shape, nearly time for filling. WhiteStar progress 5 Filling is going well, oooh getting goosebumps now ;) WhiteStar progress 6 This one people might find interesting. I've had to get creative with my construction techniques. Using engineering principles to form the shape. I make the curved surface in a slice which I can then copy'n'paste along the hull. WhiteStar progress 7 Added some glow blocks, continued filling the hull in. Here's some of my earlier designs Homer O'Neil Class Asgard Ship Current Playthrough Ship Edit: When I'm done with my latest, I'll sort my pastebin out and get some XML's out there for people
  11. A deployable beacon, that can be bought. Once deployed is indestructable, and tells the server to keep that sector active. Both Single/Multiplayer: Only one beacon can be carried at any one time, you have to deploy before you can get another beacon Single player: Beacons are at the same price throughout Multiplayer: For each player & for each beacon deployed the price increases (doubles, or some other ramped scale). This could act as a limiter so servers don't get overloaded having to process active sectors. Players could then pop them down in sectors of interest or commerce. Where there are trade hubs and NPC factories/mines
  12. You don't want to get hit by a railgun with a high shield penetration chance. Armour could save half your ship
  13. If they have a faction war, help defend. That'll get your faction right up there.
  14. I would reset the in-game graphics to their default values and see if that helps. Chances are, there may be a graphics effect you've got turned on that isn't optimized at this stage. A lot of games that are in beta often include graphics settings that aren't ready yet; for testing purposes. My spec of PC is similar, but with an older GFX card; and I've not seen any slowdown yet. I've not touched my settings except for turning bloom down to reduce glare. Did you mess around with the shadows settings? It could be the thin plates are rendering shadows when they're not visible.
  15. Can I add - Target nearest wreck - More commands for fighters + corresponding AI: Salvage, Mine, Escort/Guard Target And tweakable settings such as: set follow range - Make salvage turrets have bonus damage to wrecks - Make mining and salvage turrets have a cone/aoe effect (it's a pain trying to pin down a tiny 0.2x0.2x0.2 pyramid bit of scrap*) - More filters for turrets in build mode *You may say, 'don't bother' - but last night I got an orange turret off one of these damn slivers.
  16. And increase the flight speed of fighters. My massive cruiser can shift at 800+m/s Where as my little fighters can only move at a piddly 68m/s
  17. I saw this and had a play with the settings for the miner and salvager; and encountered an interesting side effect. I had multiplied the generated salvager DPS by 4, and it produced the desired DPS - but it also increased the turret size significantly & the number of miners needed to operate each turret (10 per turret!) I'm going to have a look at the code and see where the scaling is applied. Might be interesting
  18. What and where is "the pallette" ? When you bring up the menu to show you all the blocks and materials, you see a section below the turrets. That's the palette; the best way to learn is by doing...so select a few blocks that are joined together. Copy and then paste them into a free slot in the palette, you'll see an icon appear in green showing your selection. You can then re-use it (and resize it, and change materials too)
  19. I've already brought you an Asgard ship, and a homer ship. So before I start work on my next ship; here's a quick view of my current playthrough ship. It's not visually perfect by any means, but I didn't build it for it's looks. It's stats are what makes it; that and it's weaponry. If you're wondering about the crew (showing red). I have dedicated crew that are levelled up to meet the ship requirements. So all ship systems are a-ok.
  20. Nevermind - found it in the Shop.lua function add(item_in, amount) amount = amount or 1 local item = Shop.ItemWrapper(item_in) item.name = item.name or "" item.price = item.price or 0 item.amount = amount * 5 --make shops sell 5x as many of everything table.insert(soldItems, item) end
  21. I'm trawling through the lua files and trying to find out exactly where the # of items sold in upgrade stations are. It's specifically the quantities I'm looking to change. (So that instead of 1x of turret X is made...6x is sold) Would anyone know where I could find it? I'm a tiny be ocd and like to have multiple versions of the same turret on my ship, even if they're crappy white ones.
  22. I know I know, suggesting ranks for combat/trade/exploration will seem like a total rip-off...but many many RPG game has 'Levels'. And those 'Level' unlock new quests. So the suggestion is simple - introduce ranks, and they open up more difficult missions on the bullitin board. Oh...and have unavailable missions still visible; so people know what to strive for. There - nothing more complex than that :)
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